Multi-Class and
Dual-Class
Characters
A multi-class character
improves in two or more
classes simultaneously. His
experience is divided equally
bet ween each class. The
available class combinations
vary according to race. The character can use the abilities of
both classes at any time, with only a few restrictions. Only
demihumans can be multi-class characters.
A dual-class character is one who starts with a single class,
advances to moderate level, and then changes to a second
character class and starts over again. The character retains the
benefits and abilities of the first class but never again earns
experience for using them. There are some limitations on
combining the abilities of the two classes but, as long as
minimum ability and alignment requirements are met, there
are no restrictions on the possible character class combina-
tions. Only humans can be dual-class characters.
Multi-Class Combinations
All of the standard demihuman races are listed here
along with their allowable multi-class combinations. Note
that the character class names (not group names) are used
below.
Dwarf Halfling
Fighter/Thief Fighter/Thief
Fighter/Cleric
Half-elf
Elf Fighter/Cleric*
Fighter/Mage Fighter/Thief
Fighter/Thief Fighter/Mage
Mage/Thief Cleric*/Ranger
Fighter/Mage/Thief Cleric*/Mage
Thief/Mage
Gnome Fighter/Mage/Cleric*
Fighter/Cleric
Fighter/Illusionist * or Druid
Fighter/Thief
Cleric/Illusionist
Cleric/Thief
Illusionist/Thief
Specialist wizards cannot be multi-class (gnome illusion-
ists are the exception to this rule). The required devotion to
their field prevents specialist wizards from applying them-
selves to other classes. Priests of a specific mythos might be
allowed as a multi-class option; this will depend on the nature
of the mythos as determined by the DM.
Multi-Class Benefits and Restrictions
A multi-class character always uses the most favorable com-
bat value and the best saving throw from his different classes.
The character’s hit points are the average of all his Hit Dice
rolls. When the character is first created, the player rolls hit
points for each class separately, totals them up, then divides
by the number of dice rolled (round fractions down). Any
Constitution bonus is then added to the character’s hit points.
If one of the character’s classes is fighter and he has a Consti-
tution of 17 or 18, then he gains the +3 or +4 Constitution
bonus available only to warriors (instead of the +2 maximum
available to the other character classes).
Later the character is likely to gain levels in different classes
at different times. When this happens, roll the appropriate Hit
Die and divide the result by the number of classes the charac-
ter has (round fractions down, but a Hit Die never yields less
than 1 hit point). The character’s Constitution bonus is split
between his classes; thus, a fighter/mage gets half of his Con
bonus when he goes up a level as a fighter and the other half
of the Con bonus when he goes up a level as a mage. A
fighter/mage/thief would get one-third of his bonus when he
goes up as a fighter, one-third when he goes up as a mage, and
the other third when he goes up as a thief.
If the optional proficiency system is used, the character
starts with the largest number of proficiency slots of the differ-
ent classes. Thereafter, he gains new proficiency slots at the
fastest of the given rates. To determine the character’s initial
money, roll according to the most generous of the character’s
different classes.
Multi-class characters can combine abilities from their dif-
ferent classes with the following restrictions:
Warrior: A multi-classed warrior can use all of his abilities
without restriction. The warrior abilities form the base for
other character classes.
Priest: Regardless of his other classes, a multi-classed priest
must abide by the weapon restrictions of his mythos. Thus, a
fighter/cleric can use only bludgeoning weapons (but he uses the
warrior combat value). He retains all his normal priest abilities.
Wizard: A multi-classed wizard can freely combine the
powers of the wizard with any other class allowed, although
the wearing of armor is restricted. Elves wearing elven chain
can cast spells in armor, as magic is part of the nature of
elves. However, elven chain is extremely rare and can never
be purchased. It must be given, found, or won.
Thief: A multi-classed thief cannot use any thieving abilities
other than open locks or detect noise if he is wearing armor that
is normally not allowed to thieves. He must remove his gaunt-
lets to open locks and his helmet to detect noise.